True, true. I've seen both ends of this (just had a Saltspray match last time I was on, having the Beakons on that top area was really helpful).
If you see Beakons in your area on Splat Zones, should you break them immediately, or just leave them alone and just be more alert and check behind you more often? I'm just asking because I had a Ranked match on Blackbelly where the Krak-On Roller put a few in our area and splatted me every time I went to them; I think maybe it would've been more useful to go directly for the Splat Zones, but that might just be because of the total failure to deal with them.
I don't think there is a clear cut answer for this. It's more of a threat assessment problem. If only 1-2 Inklings are jumping to the beacon at a time, and aren't threatening the zones that much I'd wait until you have a safe opportunity. If it is more the case of: 2 get splatted while the other 2 are still active, and then the 2 splatted show up before you can finish them off, then it is probably worth it to try and sneak around and break the beacon.
As with anything in Splat Zones right now, there is a big risk without team communication. If you are defending/retaking the Zones all match, don't abandon that post until you are sure somebody else can cover you. If somebody else has been trying to infiltrate/disrupt their base and failing, I'd say it is best to stick to your role, instead of multiple people attempting it at once.
I've seen teams with good beacon use (playing for or playing against) win games incredibly quickly. In which case you might not have time to destroy their beacons and take back the zone. In that situation I'd recommend noting where the beacons are, and assume Inkings are lingering around those spots(chargers) or using that path as their entrance into the contested zones.
They are extremely predictable and easy kill fodder in both turf wars and splat zones.
Rollers in general have giant frontal cones that can't be flanked like 80% of the time, so a good hide-and-go-seek roller protecting corridors and cleaning up when the enemy is down is alright, but most of the time they don't really contribute enough to warrant being on a team when Aerospray and other rapid fire guns exist
I'd have to disagree with most of this, however you do have some valid concerns.
Rollers trying to go head to head with a charger/shooter is most likely a suicide mission, even if you get the splat, you will often get splatted yourself. I think their combat strength lies in a more open battlefield. Using Stealth Swim to approach, you can usually flank an opponent, and even if you don't get the 1-shot fling, you can use the massive amount of ink you just layed to keep the pressure on. Cutting off a shooter's ability to retreat is so handy, and happens quite often if you jump when flinging.
The spread of the roller is wide and quite silly. You can swim under the fling before the roller is placed on the ground and even jump the roller itself. Using the width properly is great for crowd control however. I often get more than 1 splat in a single fling.
Getting flanked seems to only be an issue if you are being overly aggressive. Committing to an inking for too long is often a mistake. Make an attempt for the splat, and if they retreat, go into squid and reassess the situation. Charging headstrong at somebody gives them easy opportunities for them or somebody else to catch you off guard and outranged.
Also being hide-and-seek protector or playing support in the form of establishing ground for movement is key to a roller. If you plan on focusing purely on combat and confirming every splat, you are better off with another weapon.
Hard to say whether or not a roller deserves a spot over a Aerospray, etc. Since SMGs can cover the same or more ground, and have good loadouts as well. Also taking note of movement options like ink dashing. I'd say right now their greatest asset is the crowd control potential, with the roller itself or the Kraken. Pushing the other team back to help the rest of your team take a zone can help in a sticky situation. Also having access to beacons can give them an unique edge.
As for Turf Wars, I'd say that you have to learn to put in your required work. Stick the the narrow corridors and side paths, since you get full coverage. Open spaces will be covered faster by the SMGs. Also know when it is and isn't a good time to cover ground. Spending all match at your spawn covering every little clean spot is silly, but so is trotting through the enemy base after 1 minute, Try and Ink ground you can keep your color instead of Inking ground and losing it 10 seconds later. Having a roller with a high end score doesn't necessarily mean that they contributed the most.
It's still hard to call until organised teams become a thing, but for right now, smart rollers have earned their spot in either mode.